@@ -129650,83 +129650,87 @@
129650129650 Author: fancyfurret
129651129651 Description: 120+ FPS in Celeste without breaking physics!
129652129652 Likes: 27
129653- Views: 31442
129654- Downloads: 11362
129653+ Views: 31451
129654+ Downloads: 11374
129655129655 Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that raises the FPS\
129656- \ above 60,\_<i>without</i>\_breaking physics. It works by keeping the physics\
129657- \ update at a fixed 60 FPS and smoothing the entity/camera/etc positions during\
129658- \ render at 120+ FPS. It should work with most modded maps — I've been using it\
129659- \ successfully with Strawberry Jam levels. Please read the Smooth Camera section\
129660- \ for more on compatibility.\r\n<br><br><b>\r\n Note that the demo video is\
129661- \ 60FPS, so it's not a true representation of what the\r\n mod will look like\
129662- \ on a 120hz+ monitor, there is no motion blur when actually playing. Thank you\_\
129663- Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"><span class=\"\
129664- GreenColor\"><b>I have verified the accuracy of physics with this mod enabled\
129665- \ by running the Any% TAS, which still finishes like normal, but at a buttery\
129666- \ smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth Camera</h2>\r\n\
129667- This lets the camera move continuously: that is, half of a pixel could be shown\
129668- \ on\r\nthe side of the screen while the camera is moving. This is especially\
129669- \ noticeable when the camera is slowly catching up to the player. <span class=\"\
129670- GreenColor\">This works regardless of FPS, so if you only have a 60hz monitor,\
129671- \ this option will still make the game smoother!</span> Like everything in this\
129672- \ mod, this does not affect physics in any way, and the camera still moves exactly\
129673- \ like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
129674- \ in two different ways:\r\n<ul>\r\n <li class=\"SelectedElement\"><b>Highest\
129675- \ Quality</b>:\_<span class=\"GreenColor\">[Recommended]</span>\_This substantially\
129676- \ changes Celeste's rendering pipeline to render everything at a 6x internal scale,\
129677- \ so that the gameplay and foreground can be composited onto the background with\
129678- \ a fractional-pixel offset. This makes for the highest-quality result, but it\
129679- \ may impact performance on low-end systems, and it requires drawing the foreground\
129680- \ at high resolution, so there is the occasional minor visual artifact (for example\
129681- \ the snow in chapter 7 moving smoothly). More importantly, <b>this mode may be\
129682- \ incompatible with a small number of other mods</b>. Compatibility is currently\
129683- \ very good, but if you encounter a visual glitch in a level, please ping Cruz\
129684- \ (the current maintainer) in the Celeste discord server. Until or unless it's\
129685- \ fixed, you'll have to use the other mode instead.<br></li>\r\n <li><b>Most\
129686- \ Compatible</b>:\_This accomplishes the same effect as the previous smoothing\
129687- \ mode, but by unlocking the camera from the pixel grid instead. Since it doesn't\
129688- \ drastically change the internal rendering, this is compatible with nearly every\
129689- \ mod, but it has the drawback that the background jitters uncontrollably when\
129690- \ moving the camera. This isn't the end of the world, but it's recommended to\
129691- \ use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>:\_\
129692- This smoothing can also be disabled.</li></ul><br><h2>Smooth Background</h2>\r\
129693- \nWhen Smooth Camera is set to Highest Quality, the background can also be rendered\
129694- \ at 6x internal resolution. This allows parallax backgrounds to be rendered with\
129695- \ smooth detail, and it also fixes occasional slight color issues that occur with\
129696- \ a particular kind of parallax background (for example in the final checkpoints\
129697- \ of Farewell). On by default, and the performance impact on top of the hires\
129698- \ renderer should be minimal.<br><br>\r\n\r\n<h2>Render Madeline with Subpixel\
129699- \ Precision</h2>\r\nThis setting rewrites the gameplay renderer to draw Madeline\
129700- \ at her exact subpixel-precise position while moving. She is drawn snapped to\
129701- \ the pixel grid when not moving, both to avoid visual oddities and so that information\
129702- \ about subpixel position cannot be gleaned. Like the previous setting, this is\
129703- \ only possible when Smooth Camera is set to\_Highest Quality. This effect is\
129704- \ surprisingly striking, and Madeline's sprite is much more clear and smooth when\
129705- \ this is enabled. On by default, and the performance impact on top of the hires\
129706- \ renderer should be minimal.<br><br>\r\n\r\nIn general, we recommend turning\
129707- \ on as many of the smoothing options as possible without interfering with the\
129708- \ map you're playing, the performance of the game, and your personal preference!\_\
129709- <br><br><h2>Smoothing Modes</h2>\r\nSeparate from camera smoothing, objects themselves\
129710- \ have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:\_<span\
129711- \ class=\"GreenColor\">[Recommended]</span>\_This mode predicts object\r\n \
129712- \ positions based on previous updates. It feels very similar to vanilla, but\
129713- \ it can introduce very brief (visual only) weirdness when changing quickly from\
129714- \ a high speed to a low one (for example, buffering a vertical dash out of a dream\
129715- \ block).<br></li>\r\n <li><b>Interpolate</b>: This mode interpolates object\
129716- \ positions between the last two physics updates. This mode\r\n is more\
129717- \ technically correct, but it adds an extra 1–2 frames of input delay.\r\n \
129718- \ </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work,\
129719- \ we need to somehow get the game to draw above 60FPS, but keep the physics updates\
129720- \ at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:\_<span class=\"GreenColor\"\
129721- >[Recommended]\_</span>Has the best compatibility, but\r\n restricts your\
129722- \ FPS to increments of 60. For a 144hz monitor, you could try 120 or 180 and see\
129723- \ which looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows\
129724- \ you to select any number for FPS (like 144) but at the cost of mod compatibility.\r\
129725- \n It's rare, but if a mod tries to hook the main XNA Tick method, then\
129726- \ one of the mods might not work\r\n properly. (Breaks TAS Recorder, and\
129727- \ maybe others).\_\r\n </li>\r\n</ul>"
129656+ \ above 60, <i>without</i> breaking physics. It works by keeping the\
129657+ \ physics update at a fixed 60 FPS and smoothing the entity/camera/etc positions\
129658+ \ during render at 120+ FPS. It should work with most modded maps — I've been\
129659+ \ using it successfully with Strawberry Jam levels. Please read the Smooth Camera\
129660+ \ section for more on compatibility.\r\n<br><br><b>\r\n Note that the demo\
129661+ \ video is 60FPS, so it's not a true representation of what the\r\n mod will\
129662+ \ look like on a 120hz+ monitor, there is no motion blur when actually playing.\
129663+ \ Thank you Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"\
129664+ RedColor\"><span class=\"GreenColor\"><b>I have verified the accuracy of physics\
129665+ \ with this mod enabled by running the Any% TAS, which still finishes like normal,\
129666+ \ but at a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth\
129667+ \ Camera</h2>\r\nThis lets the camera move continuously: that is, half of a pixel\
129668+ \ could be shown on\r\nthe side of the screen while the camera is moving. This\
129669+ \ is especially noticeable when the camera is slowly catching up to the player.\
129670+ \ <span class=\"GreenColor\">This works regardless of FPS, so if you only have\
129671+ \ a 60hz monitor, this option will still make the game smoother!</span> Like everything\
129672+ \ in this mod, this does not affect physics in any way, and the camera still moves\
129673+ \ exactly like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
129674+ \ in two different ways:\r\n<ul>\r\n <li><b>Highest Quality</b>: <span\
129675+ \ class=\"GreenColor\">[Recommended]</span> This substantially changes Celeste's\
129676+ \ rendering pipeline to render everything at a 6x internal scale, so that the\
129677+ \ gameplay and foreground can be composited onto the background with a fractional-pixel\
129678+ \ offset. This makes for the highest-quality result, but it may impact performance\
129679+ \ on low-end systems, and it requires drawing the foreground at high resolution,\
129680+ \ so there is the occasional minor visual artifact (for example the snow in chapter\
129681+ \ 7 moving smoothly). More importantly, <b>this mode may be incompatible with\
129682+ \ a small number of other mods</b>. Compatibility is currently very good, but\
129683+ \ if you encounter a visual glitch in a level, please ping Cruz (the current maintainer)\
129684+ \ in the Celeste discord server. Until or unless it's fixed, you'll have to use\
129685+ \ the other mode instead. See below for a list of current known issues.<br></li>\r\
129686+ \n <li><b>Most Compatible</b>: This accomplishes the same effect as the\
129687+ \ previous smoothing mode, but by unlocking the camera from the pixel grid instead.\
129688+ \ Since it doesn't drastically change the internal rendering, this is compatible\
129689+ \ with nearly every mod, but it has the drawback that the background jitters uncontrollably\
129690+ \ when moving the camera. This isn't the end of the world, but it's recommended\
129691+ \ to use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>: This\
129692+ \ smoothing can also be disabled.</li></ul><br>Known incompatible mods:<br><ul><li\
129693+ \ class=\"SelectedElement\">Extended Camera Dynamics: incompatible with Highest\
129694+ \ Quality (the necessary fixes have been made to that mod; this will be fixed\
129695+ \ when it updates)</li><li class=\"SelectedElement\">Style Mask Helper: Causes\
129696+ \ visual issues on Highest Quality (for example in the Secret Santa 2024 Collab\
129697+ \ lobby)</li></ul><br><h2>Smooth Background</h2>\r\nWhen Smooth Camera is set\
129698+ \ to Highest Quality, the background can also be rendered at 6x internal resolution.\
129699+ \ This allows parallax backgrounds to be rendered with smooth detail, and it also\
129700+ \ fixes occasional slight color issues that occur with a particular kind of parallax\
129701+ \ background (for example in the final checkpoints of Farewell). On by default,\
129702+ \ and the performance impact on top of the hires renderer should be minimal.<br><br>\r\
129703+ \n\r\n<h2>Render Madeline with Subpixel Precision</h2>\r\nThis setting rewrites\
129704+ \ the gameplay renderer to draw Madeline at her exact subpixel-precise position\
129705+ \ while moving. She is drawn snapped to the pixel grid when not moving, both to\
129706+ \ avoid visual oddities and so that information about subpixel position cannot\
129707+ \ be gleaned. Like the previous setting, this is only possible when Smooth Camera\
129708+ \ is set to Highest Quality. This effect is surprisingly striking, and Madeline's\
129709+ \ sprite is much more clear and smooth when this is enabled. On by default, and\
129710+ \ the performance impact on top of the hires renderer should be minimal.<br><br>\r\
129711+ \n\r\nIn general, we recommend turning on as many of the smoothing options as\
129712+ \ possible without interfering with the map you're playing, the performance of\
129713+ \ the game, and your personal preference! <br><br><h2>Smoothing Modes</h2>\r\
129714+ \nSeparate from camera smoothing, objects themselves have their position smoothed.\r\
129715+ \n<ul>\r\n <li><b>Extrapolate</b>: <span class=\"GreenColor\">[Recommended]</span> This\
129716+ \ mode predicts object\r\n positions based on previous updates. It feels\
129717+ \ very similar to vanilla, but it can introduce very brief (visual only) weirdness\
129718+ \ when changing quickly from a high speed to a low one (for example, buffering\
129719+ \ a vertical dash out of a dream block).<br></li>\r\n <li><b>Interpolate</b>:\
129720+ \ This mode interpolates object positions between the last two physics updates.\
129721+ \ This mode\r\n is more technically correct, but it adds an extra 1–2 frames\
129722+ \ of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\n\
129723+ For this mod to work, we need to somehow get the game to draw above 60FPS, but\
129724+ \ keep the physics updates at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>: <span\
129725+ \ class=\"GreenColor\">[Recommended] </span>Has the best compatibility, but\r\
129726+ \n restricts your FPS to increments of 60. For a 144hz monitor, you could\
129727+ \ try 120 or 180 and see which looks the\r\n best.\r\n </li>\r\n \
129728+ \ <li><b>Dynamic</b>: Allows you to select any number for FPS (like 144) but at\
129729+ \ the cost of mod compatibility.\r\n It's rare, but if a mod tries to hook\
129730+ \ the main XNA Tick method, then one of the mods might not work\r\n properly.\
129731+ \ (Breaks TAS Recorder, and maybe others). \r\n </li>\r\n</ul>"
129728129732 CreatedDate: 1716069297
129729- ModifiedDate: 1768872141
129733+ ModifiedDate: 1769092962
129730129734 UpdatedDate: 1768872262
129731129735 Screenshots:
129732129736 - https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
@@ -129740,7 +129744,7 @@
129740129744 HasEverestYaml: true
129741129745 Size: 74180
129742129746 CreatedDate: 1768872126
129743- Downloads: 338
129747+ Downloads: 346
129744129748 URL: https://gamebanana.com/dl/1606355
129745129749 Name: motionsmoothing-v1-3-11.zip
129746129750 - Description: ''
@@ -129824,7 +129828,7 @@
129824129828 HasEverestYaml: true
129825129829 Size: 72565
129826129830 CreatedDate: 1766171510
129827- Downloads: 557
129831+ Downloads: 558
129828129832 URL: https://gamebanana.com/dl/1583674
129829129833 Name: motionsmoothing-v130_8fd0d.zip
129830129834 - Description: ARCHIVED - v1.1.1
0 commit comments